STLLoader.js 9.5 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. FileLoader,
  5. Float32BufferAttribute,
  6. Loader,
  7. LoaderUtils,
  8. Vector3
  9. } from 'three';
  10. /**
  11. * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
  12. *
  13. * Supports both binary and ASCII encoded files, with automatic detection of type.
  14. *
  15. * The loader returns a non-indexed buffer geometry.
  16. *
  17. * Limitations:
  18. * Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
  19. * There is perhaps some question as to how valid it is to always assume little-endian-ness.
  20. * ASCII decoding assumes file is UTF-8.
  21. *
  22. * Usage:
  23. * const loader = new STLLoader();
  24. * loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
  25. * scene.add( new THREE.Mesh( geometry ) );
  26. * });
  27. *
  28. * For binary STLs geometry might contain colors for vertices. To use it:
  29. * // use the same code to load STL as above
  30. * if (geometry.hasColors) {
  31. * material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
  32. * } else { .... }
  33. * const mesh = new THREE.Mesh( geometry, material );
  34. *
  35. * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
  36. * Groups can be used to assign a different color by defining an array of materials with the same length of
  37. * geometry.groups and passing it to the Mesh constructor:
  38. *
  39. * const mesh = new THREE.Mesh( geometry, material );
  40. *
  41. * For example:
  42. *
  43. * const materials = [];
  44. * const nGeometryGroups = geometry.groups.length;
  45. *
  46. * const colorMap = ...; // Some logic to index colors.
  47. *
  48. * for (let i = 0; i < nGeometryGroups; i++) {
  49. *
  50. * const material = new THREE.MeshPhongMaterial({
  51. * color: colorMap[i],
  52. * wireframe: false
  53. * });
  54. *
  55. * }
  56. *
  57. * materials.push(material);
  58. * const mesh = new THREE.Mesh(geometry, materials);
  59. */
  60. class STLLoader extends Loader {
  61. constructor( manager ) {
  62. super( manager );
  63. }
  64. load( url, onLoad, onProgress, onError ) {
  65. const scope = this;
  66. const loader = new FileLoader( this.manager );
  67. loader.setPath( this.path );
  68. loader.setResponseType( 'arraybuffer' );
  69. loader.setRequestHeader( this.requestHeader );
  70. loader.setWithCredentials( this.withCredentials );
  71. loader.load( url, function ( text ) {
  72. try {
  73. onLoad( scope.parse( text ) );
  74. } catch ( e ) {
  75. if ( onError ) {
  76. onError( e );
  77. } else {
  78. console.error( e );
  79. }
  80. scope.manager.itemError( url );
  81. }
  82. }, onProgress, onError );
  83. }
  84. parse( data ) {
  85. function isBinary( data ) {
  86. const reader = new DataView( data );
  87. const face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
  88. const n_faces = reader.getUint32( 80, true );
  89. const expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
  90. if ( expect === reader.byteLength ) {
  91. return true;
  92. }
  93. // An ASCII STL data must begin with 'solid ' as the first six bytes.
  94. // However, ASCII STLs lacking the SPACE after the 'd' are known to be
  95. // plentiful. So, check the first 5 bytes for 'solid'.
  96. // Several encodings, such as UTF-8, precede the text with up to 5 bytes:
  97. // https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
  98. // Search for "solid" to start anywhere after those prefixes.
  99. // US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
  100. const solid = [ 115, 111, 108, 105, 100 ];
  101. for ( let off = 0; off < 5; off ++ ) {
  102. // If "solid" text is matched to the current offset, declare it to be an ASCII STL.
  103. if ( matchDataViewAt( solid, reader, off ) ) return false;
  104. }
  105. // Couldn't find "solid" text at the beginning; it is binary STL.
  106. return true;
  107. }
  108. function matchDataViewAt( query, reader, offset ) {
  109. // Check if each byte in query matches the corresponding byte from the current offset
  110. for ( let i = 0, il = query.length; i < il; i ++ ) {
  111. if ( query[ i ] !== reader.getUint8( offset + i ) ) return false;
  112. }
  113. return true;
  114. }
  115. function parseBinary( data ) {
  116. const reader = new DataView( data );
  117. const faces = reader.getUint32( 80, true );
  118. let r, g, b, hasColors = false, colors;
  119. let defaultR, defaultG, defaultB, alpha;
  120. // process STL header
  121. // check for default color in header ("COLOR=rgba" sequence).
  122. for ( let index = 0; index < 80 - 10; index ++ ) {
  123. if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
  124. ( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
  125. ( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
  126. hasColors = true;
  127. colors = new Float32Array( faces * 3 * 3 );
  128. defaultR = reader.getUint8( index + 6 ) / 255;
  129. defaultG = reader.getUint8( index + 7 ) / 255;
  130. defaultB = reader.getUint8( index + 8 ) / 255;
  131. alpha = reader.getUint8( index + 9 ) / 255;
  132. }
  133. }
  134. const dataOffset = 84;
  135. const faceLength = 12 * 4 + 2;
  136. const geometry = new BufferGeometry();
  137. const vertices = new Float32Array( faces * 3 * 3 );
  138. const normals = new Float32Array( faces * 3 * 3 );
  139. for ( let face = 0; face < faces; face ++ ) {
  140. const start = dataOffset + face * faceLength;
  141. const normalX = reader.getFloat32( start, true );
  142. const normalY = reader.getFloat32( start + 4, true );
  143. const normalZ = reader.getFloat32( start + 8, true );
  144. if ( hasColors ) {
  145. const packedColor = reader.getUint16( start + 48, true );
  146. if ( ( packedColor & 0x8000 ) === 0 ) {
  147. // facet has its own unique color
  148. r = ( packedColor & 0x1F ) / 31;
  149. g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
  150. b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
  151. } else {
  152. r = defaultR;
  153. g = defaultG;
  154. b = defaultB;
  155. }
  156. }
  157. for ( let i = 1; i <= 3; i ++ ) {
  158. const vertexstart = start + i * 12;
  159. const componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
  160. vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
  161. vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
  162. vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
  163. normals[ componentIdx ] = normalX;
  164. normals[ componentIdx + 1 ] = normalY;
  165. normals[ componentIdx + 2 ] = normalZ;
  166. if ( hasColors ) {
  167. colors[ componentIdx ] = r;
  168. colors[ componentIdx + 1 ] = g;
  169. colors[ componentIdx + 2 ] = b;
  170. }
  171. }
  172. }
  173. geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  174. geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  175. if ( hasColors ) {
  176. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  177. geometry.hasColors = true;
  178. geometry.alpha = alpha;
  179. }
  180. return geometry;
  181. }
  182. function parseASCII( data ) {
  183. const geometry = new BufferGeometry();
  184. const patternSolid = /solid([\s\S]*?)endsolid/g;
  185. const patternFace = /facet([\s\S]*?)endfacet/g;
  186. let faceCounter = 0;
  187. const patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
  188. const patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
  189. const patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
  190. const vertices = [];
  191. const normals = [];
  192. const normal = new Vector3();
  193. let result;
  194. let groupCount = 0;
  195. let startVertex = 0;
  196. let endVertex = 0;
  197. while ( ( result = patternSolid.exec( data ) ) !== null ) {
  198. startVertex = endVertex;
  199. const solid = result[ 0 ];
  200. while ( ( result = patternFace.exec( solid ) ) !== null ) {
  201. let vertexCountPerFace = 0;
  202. let normalCountPerFace = 0;
  203. const text = result[ 0 ];
  204. while ( ( result = patternNormal.exec( text ) ) !== null ) {
  205. normal.x = parseFloat( result[ 1 ] );
  206. normal.y = parseFloat( result[ 2 ] );
  207. normal.z = parseFloat( result[ 3 ] );
  208. normalCountPerFace ++;
  209. }
  210. while ( ( result = patternVertex.exec( text ) ) !== null ) {
  211. vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
  212. normals.push( normal.x, normal.y, normal.z );
  213. vertexCountPerFace ++;
  214. endVertex ++;
  215. }
  216. // every face have to own ONE valid normal
  217. if ( normalCountPerFace !== 1 ) {
  218. console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
  219. }
  220. // each face have to own THREE valid vertices
  221. if ( vertexCountPerFace !== 3 ) {
  222. console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
  223. }
  224. faceCounter ++;
  225. }
  226. const start = startVertex;
  227. const count = endVertex - startVertex;
  228. geometry.addGroup( start, count, groupCount );
  229. groupCount ++;
  230. }
  231. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  232. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  233. return geometry;
  234. }
  235. function ensureString( buffer ) {
  236. if ( typeof buffer !== 'string' ) {
  237. return LoaderUtils.decodeText( new Uint8Array( buffer ) );
  238. }
  239. return buffer;
  240. }
  241. function ensureBinary( buffer ) {
  242. if ( typeof buffer === 'string' ) {
  243. const array_buffer = new Uint8Array( buffer.length );
  244. for ( let i = 0; i < buffer.length; i ++ ) {
  245. array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
  246. }
  247. return array_buffer.buffer || array_buffer;
  248. } else {
  249. return buffer;
  250. }
  251. }
  252. // start
  253. const binData = ensureBinary( data );
  254. return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
  255. }
  256. }
  257. export { STLLoader };